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Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.From Hyoton to Humanity…
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Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.…with a tradition of innovation.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.UNIQUELY XI’AN
TRADITION OF INNOVATION
STANDALONE OPTIONS
Warbond standalone pledges include Lifetime Insurance.
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PAINTS
Customize your new Syulen with these paints.
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Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.EMBRACE A TRADITION OF INNOVATION
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INSIDE STAR CITIZEN
Have you been wondering why Alien manufacturers are scheduled to open IAE tomorrow? Join us on this episode of Inside Star Citizen to find out why, along with an in-depth look at several other ships making their first appearance at this year's expo!
Inside Star Citizen - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
Happy Wednesday, everyone!
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for November 15, 2023
Release View
The following card has passed its final review, therefore we are toggling its status to Committed:
Player Hair Update
Updating the Star Citizen character customizer with 20 hairstyles from Squadron 42. This includes long hair, tied hair, and updates to existing short hairstyles.
The following cards have been added to Release View, targeting a release in Q4 in Alpha 3.22.
New Derelict Settlements
Settlements with both gameplay and social elements, spread throughout the Stanton wilderness using the Rastar tool.
Arena Commander: New Map - Bloodshot Ridge
One of Stanton's new derelict settlements joins Arena Commander for all FPS Modes and all flight modes (excluding Classic Race & Pirate Swarm).
Arena Commander: New Map - Maker's Point
A rough and stormy settlement on Hurston, Maker's Point makes its way to all FPS modes in Arena Commander.
Arena Commander: Multicrew & Spawn Locations
Updating all maps to utilize a new Spawn Location system for spawn selection. This update also enables the long awaited introduction of Multicrew to Squadron Battle, Pirate Swarm, Vanduul Swarm, Team Tank Battle, and Free Flight.
That's all for this week! Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
Roadmap Roundup - November 15, 2023 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
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This article originally appeared in Jump Point 10.9.
In the outer reaches of the Davien system sits the Banu Friendship Museum, which has celebrated the special relationship between Humans and Banu ever since its grand opening in 2838. The museum sees a steady stream of Human tourists and student field trips but relatively few Banu visitors. To attract and retain Banu visitors, the museum recently remodeled its gift shop into a Banu-inspired marketplace. Curator Orisaka also revamped the museum’s main exhibit, which provides a chronological account of the relationship between Humans and Banu, by adding large images of Jerry, the first Banu encountered by Humanity, near the exhibit’s entrance. Clearly visible from the lobby, Orisaka hopes their images will draw Banu to the exhibit out of sheer curiosity. While Jerry may be easily identified by many Humans, as their name and likeness are a staple of the Equivalency curriculum, the Banu, who do not culturally celebrate famous figures from history, have forgotten him completely. In Orisaka’s eyes, “Preserving and honoring the legacy of the Banu who brought us together falls squarely on Humanity’s shoulders.”
FIRST CONTACT
It was 3:13 SET on June 12, 2438, when Vernon Tar heard his ship scanners ping. He was searching for new jump points within a sector of Davien after previous trips had returned promising scans. Worried it might be another navjumper attempting to steal his discovery, Tar opened fire on the vessel. Only after those initial shots did he realize the ship’s design was unlike anything he’d ever seen. Tar relayed his coordinates and a brief description of his encounter to local officials who relayed it to the United Nations of Earth (UNE). Much to his surprise, the ship maintained its position once it became clear Tar was no further threat. Inside the ship that would be later known as a Defender sat Njeri, who the UNE would designate with the name Jerry. Later on, when Njeri learned that this was a close approximation of their Banu name as spoken by Humans, the Banu would embrace the title as a badge of honor and insist on being called it exclusively. The Banu didn’t flee because they also realized they had encountered a new species and hoped their discovery would be their ticket home and out of trouble.
It wasn’t professional ambition or scientific curiosity that brought Jerry into Davien, it was sheer survival. Jerry had been caught embezzling funds from their souli and fled to avoid the consequences. “Jerry was far from a criminal mastermind,” according to Natalia Gordillo, a member of the UNE’s hastily assembled diplomatic team who befriended the Banu and wrote the biography Jerry. While the Banu’s absence of traditional historical records makes aspects of her book almost impossible to corroborate, scholars still consider Gordillo’s book to be the definitive biography on Jerry as it is the only one written by a contemporary who knew them.
Published in 2447, Jerry became a bestseller and for many Humans was their first in-depth look at Banu life and culture. The book revealed fascinating specifics about soulis, the practice of divestment, the Banu’s relationship to time, and more. Yet, it also told a deeply personal and universal story about how Jerry felt out of place with their lot in life. Though a “deskbound” bureaucrat in their souli, Jerry dreamed of being a pilot and intended to use the embezzled funds to buy themselves a position in a respected exploration souli. When their essosouli sniffed out Jerry’s scheme, they panicked and fled in one of the souli’s ships, resulting in a multi-day chase that eventually, through sheer luck and some innate skill, led Jerry to discovering a jump into Davien.
LEGACY
Following first contact, the language difference made it nearly impossible for Jerry to communicate with the Human delegation of scientists and military officials led by General Neal Socolovich. Declassified documents now on display at the Banu Friendship Museum note Jerry’s affable nature and willingness to work with the TECH-Div team to understand each other’s language. These documents also describe a famous incident where a variety of food was presented to Jerry and they proceeded to eat everything, including the packaging around the sandwich and nutrition bar.
Additional Banu appeared in Davien two weeks after Jerry’s arrival. The delegation met with General Socolovich and spent the next few months breaking down the language barrier. This led to the first Interstellar Peace and Trade Accord ratified in October of 2438, which Jerry signed in an honorary capacity. In those intervening months, Jerry helped the teams working to decipher each other’s language and became increasingly fascinated by all things Human. When the Banu delegation was set to return home, they presented Jerry with the option to stay in Davien as an official envoy or return to the Protectorate without fear of repercussions for their crimes. Jerry returned to the Protectorate expecting to be celebrated for their discovery. The decision would be the biggest regret of their life.
Jerry’s souli agreed to let him finish his contract but treated him distrustfully. They reassigned Jerry to a new department where supervisors wearily watched their every move. In Jerry, Gordillo writes that Jerry had hoped their discovery would open up new opportunities for them, but their souli was uninterested in pursuing Human relations. Having spent a few months in a truly privileged and unique position working with Humanity, Jerry struggled to return to their old life. As soon as they were able, Jerry officially severed their ties to their souli and set out on their own.
Middle-aged and souli-less, a suspicious combination in the eyes of many Banu, Jerry started their own Human-relations souli but failed to land any contracts. In the time since their return, other soulis had quickly emerged ready to fill that role and Jerry learned that they couldn’t compete with soulis that could speak common fluently and had more extensive knowledge of Humans than they did. With their options and life savings dwindling, Jerry returned to Davien hoping their fortunes would turn. Upon their arrival, people swarmed Jerry asking for pictures. They figured it was because they were Banu but quickly realized that people knew their name and legacy. Jerry found the attention overwhelming yet exhilarating, telling Gordillo that their life changed once realizing that, “back home I was just another Banu but here… here I was special.”
Jerry would call Davien home for the rest of their life. They learned to speak common and traveled widely across the UNE giving speeches about Banu life and culture. They reconnected with Natalia Gordillo at one such event, which led to them writing their biography. Jerry died at their home in Davien on November 2, 2456, surrounded by Human and Banu friends. While their name may only be remembered by Humanity, their actions forever changed the universe for both Humans and Banu.
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The Intergalactic Aerospace Expo is back on microTech, and we're celebrating this year's premier aerospace event by launching a Free Fly event. From November 17 through November 30, you have the chance to try some of Star Citizen's most iconic vehicles for free. All you have to do is to create an account, download the game and jump into the fun.
Here's how it works:
During the Intergalactic Aerospace Expo, anyone can explore Star Citizen's incredible Persistent Universe for free. Even if you don't have a Star Citizen Game Package, you can try it for free and fly to the in-game event in style with Drake's new starter ship, the Cutter, which we're loaning to all players for free for the duration of the event.
Starting on November 17 (4pm UTC), each day a different ship manufacturer will take over one of the expo halls for 48 hours. There's something new to see every day, and nearly everything on display is available to test-fly for free!
Check out the schedule below to plan your test flights.
Gatac, Aopoa, Banu, Esperia
Day 1, November 17
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Starting out in the 'verse for the first time this IAE? Be sure to check out the updated New Player Experience and Tutorial in New Babbage to help get your space legs, then head to the show floor to check out the following exotic alien vessels:
Aopoa Khartu-al : Enigmatic, exotic, and agile. The fragile Khartu-al excels at lateral thrust and maneuverability.
Aopoa Nox : Sleek and fast, this gravity bike glides across rough terrain. Perfect for scouting and racing.
Banu Defender : The exotic fighter is the first line of defense against enemy attack.
Esperia Blade : This alien fighter slices through the air with high agility to shred foes to ribbons.
Esperia Glaive : This medium alien fighter replica drives fear with its impressive armament.
Esperia Prowler : The Prowler is a modernized version of the infamous Tevarin armored personnel carrier.
Esperia Talon : The Talon is the Tevarin equivalent to the Aegis Gladius or Vanduul Blade; a single-seat combat ship.
Esperia Talon Shrike : The infamous Shrike variant is armed with authentic internal missile racks capable of unleashing lethal barrages of projectiles.
Aegis Dynamics
Day 2, November 18
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The second day of IAE gives you access to the combat-heavy lineup of Aegis Dynamics. Feel like testing your mettle with some combat? Grab an Aegis fighter and get your Bounty Hunting certification! Here's the full list available on Day 2:
Aegis Avenger Stalker : A modified version of the Avenger catering to bounty hunters thanks to built-in prison cells.
Aegis Avenger Titan : A former Advocacy patrol ship with added cargo capacity for light couriering.
Aegis Avenger Titan Renegade : Special-edition of the Avenger Titan with custom livery and a loadout geared to Arena Commander.
Aegis Avenger Warlock : A variant of the Avenger armed with an EMP generator to humanely disable enemies.
Aegis Eclipse : A sleek stealth bomber armed with heavy torpedoes.
Aegis Gladius : An aging but agile light-fighter boasting mid-range armament.
Aegis Gladius Valiant : Special-edition Gladius with custom livery and a loadout geared to Arena Commander.
Aegis Hammerhead : A multi-crew corvette bristling with manned turrets and heavy firepower.
Aegis Reclaimer : A vast deep-space salvage vessel built to reclaim wrecks and derelict ships.
Aegis Redeemer : Dotted with turrets and missiles, the Aegis Redeemer is a powerful fighting gunship capable of holding its own in combat with an impressive weapons payload.
Aegis Retaliator Bomber : A long-range, anti-capital-ship bomber. Covered in manned turrets and capable of launching size-9 torpedoes.
Aegis Sabre : Favoring agility over durability, the Sabre is light, sleek, and deadly.
Aegis Sabre Comet : Special-edition of the Sabre with custom livery and a loadout geared to Arena Commander.
Aegis Vanguard Harbinger : A powerful bomber that can operate out of the roughest forward-operating bases.
Aegis Vanguard Hoplite : Long-range squad dropship with a manned turret for protection.
Aegis Vanguard Sentinel : Designed to fight smart instead of taking enemies head-on.
Aegis Vanguard Warden : Long-range heavy fighter with a manned turret.
Crusader Industries, Tumbril Landsystems
Day 3, November 19
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.After a day of combat, some peaceful cargo delivery might be in the cards for you. Take the newly-introduced C1 Spirit out so you don't fret about your freight. Day 3's full free fly lineup from Crusader and Tumbril is below:
Crusader A1 Spirit : A mid-size multi-purpose starship equipped as a light bomber but has the cargo and weaponry to deal with many different scenarios.
Crusader C1 Spirit : A mid-size multi-purpose starship built for cargo transport and delivery but packing enough versatility to tackle multiple roles and unpredictable jobs.
Crusader Ares Inferno : Whether heading up a crew or hunting big ships solo, the Ares Inferno's massive Gatling tears through gunship armor and turns smaller fighters to dust in seconds.
Crusader Ares Ion : This single cannon equipped heavy fighter delivers extremely powerful shots to quickly disable the shields of even the biggest enemy vessels.
Crusader A2 Hercules : With more than double the firepower of the M2, and a custom bomb bay capable of delivering a staggering payload, the A2 caters to anyone hauling massive amounts of cargo through potentially unfriendly skies.
Crusader C2 Hercules : Utilizing the patented Hercules military-grade spaceframe and expanding cargo capacity, while sacrificing barely any firepower, the C2 has become the cargo industry standard.
Crusader M2 Hercules : As the UEE's premier tactical Starlifter, the M2’s potent combination of capacity, maneuverability, and durability make it the obvious choice in large-scale transport.
Crusader Mercury Star Runner : Built with the same engineering and design principals that has made Crusader the go-to manufacturer for galactic transport on any scale, the Mercury checks all the boxes expected of a dependable courier vessel, and then some.
Tumbril Storm : The Tumbril Storm single-operator mini-tank is built to blitz battlefields and take out enemy artillery.
Tumbril Cyclone : Stir up a storm with this robust two-seater buggy that can carry a little something in the back.
Tumbril Cyclone AA : Features EMP functionality and an anti-air missile launcher to deter threats from above.
Tumbril Cyclone MT : Building on the agile off-road platform of the base variant, the MT adds two surface-to-air missile launchers and a ballistic cannon to keep airborne assailants at bay.
Tumbril Cyclone RC : Cyclone racing variant. It’s red, fast, and equipped with a built-in nitro booster.
Tumbril Cyclone RN : Built to clear the fog of war, the recon variant of the Cyclone features a powerful scanner array.
Tumbril Cyclone TR : Support infantry with this combat buggy. Equipped with a mounted turret to provide cover fire for ground operations.
Tumbril Nova : This heavy tank offers a devastating combination of weaponry to eliminate threats on the ground and in the air.
Origin Jumpworks
Day 4, November 20
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Now that you've taken on some of the careers in the 'verse, why don't you get out there and explore a bit. Origin's lineup is perfect for checking out the clouds of Orison, the forests of microTech, or the canyons of Daymar. Here's what's available on Day 4:
Origin 85x : A luxury and sporty short-range runabout for pilot and passenger.
Origin 100i : Tour the universe with the perfect coupling of luxury and performance.
Origin 125a : With high fuel economy, a souped-up weapons package, and trademark Origin refinement, the 125a is the ideal entry into luxury spaceflight.
Origin 135c : With a deceptive amount of storage space in its sleek, stylish frame, the 135c is the obvious choice for the hauler of taste.
Origin 300i : Travel in style with this high-performance solo tourer.
Origin 315p : Traverse the ‘verse with this high-performance light explorer.
Origin 325a : Origin’s sleek signature fighter, the 325a makes a great companion for finding your mark in style and sophistication.
Origin 350r : Origin’s signature racer, the 350r leaves the competition in the dust.
Origin 400i : To explore the stars is a most noble endeavor, and Origin Jumpworks has risen to the occasion in crafting the 400i, the ultimate high-performance pathfinder.
Origin 600i Touring : Star Citizen’s iconic luxury tourer.
Origin 600i Explorer : The 600i Explorer swaps the lounge for a robust scanning station as well as additional utility hardpoints to increase the ship's effectiveness.
Origin 890 Jump : A vessel in a class all of its own, the colossal 890 Jump is a masterpiece of long-distance touring.
Origin M50 : Origin’s premier racer. Small, fast, and highly agile.
Drake Interplanetary
Day 5, November 21
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ready to get your hands dirty? Drake Interplanetary's lineup is available on Day 5, which gives you access to the light salvage ship, the Vulture. Take it for a spin and potentially make some huge profits from derelicts scattered throughout Stanton. Drake's vehicle lineup available for IAE is below:
Drake Buccaneer : A light fighter that sacrifices durability (and its ejection seat!) for raw firepower.
Drake Caterpillar : A heavy multi-crew commercial freighter. Lightly armed with superior cargo capacity.
Drake Corsair : A worthy exploration companion, supporting you in battle, discovery, and delivery, wherever the winds of adventure may steer you.
Drake Cutlass Black : Back in black, Drake’s pirate-favorite is a highly versatile ship with combat and cargo prowess.
Drake Cutlass Blue : The Cutlass Blue boasts missiles, a more powerful engine, and Durasteel holding cells in the cargo bay.
Drake Cutlass Red : The Cutlass Red converts the standard cargo hold into a well-equipped medical facility, including two MedBeds.
Drake Cutlass Steel : Whoever has the guns and the personnel makes the rules. Drake has your back in both of those departments with the Cutlass Steel, featuring 18 jump seats and a wealth of firepower.
Drake Dragonfly Black : A two-seater grav-lev bike that easily traverses rough terrain or open space.
Drake Herald : No secret is safe. Drake’s Herald captures and stores information before leaving at blistering speed.
Drake Mule : Whether you need to transport cargo over the roughest terrain possible or load it onto larger vessels and cargo decks, the Mule works, plain and simple.
Drake Vulture : Rip wrecks like a pro and carve out your own place in the great big empty behind the stick of this rough, rugged salvage machine from Drake Interplanetary.
Argo, Consolidated Outland, Greycat, Kruger
Day 6, November 22
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.With a wide array of manufacturers on Day 6, there's a lot of gameplay choices in front of you. If you're looking to try out mining, grab a Greycat ROC and something that can carry it and head off in search of ores and gems! Here's the rest of the lineup for Day 6:
Argo SRV : From simple freight and cargo towing to harrowing search-and-rescue operations, the SRV handles whatever you can throw at it.
Argo MOLE : Tap into your crew’s full potential with the combined force of Argo’s patented tri-lateral mining system.
Argo MPUV Cargo : A small, unarmed utility runabout designed for shuttling cargo.
Argo MPUV Personnel : A compact utility shuttle built for moving personnel.
Argo RAFT : Perfect for entry-level haulers and old pros alike, the RAFT is an ideal solution for reliable local freight transport.
CNOU HoverQuad : You know that place where the roads end, and sky runs out? That’s HoverQuad country, and it’s begging to be explored.
CNOU Mustang Alpha : Consolidated Outland’s premier ship for those wanting to push the limits a little further when starting out.
CNOU Mustang Beta : Home is where the heart is. The Beta offers comfortable living quarters for beginners roaming the frontier.
CNOU Mustang Gamma : An additional engine provides racers the competitive edge they need.
CNOU Mustang Delta : The Mustang Delta is armed with heavier weapons and rocket pods to give new pilots a little more firepower.
CNOU Nomad : The Nomad is ready to go anywhere and do anything - the perfect solution for anyone yearning to start a brand-new adventure.
Greycat ROC : Designed to be as hard-working and versatile as the miners who use it.
Greycat ROC-DS : With more than double the ore capacity of the standard ROC, and a dedicated boom seat for manual laser operation, the ROC-DS makes big jobs manageable.
Greycat STV : A sports vehicle built by pros for pros that takes the industry-proven usability of Greycat and opens the door to adventure.
Greycat PTV : The Greycat PTV buggy gets you from point to point, wherever you are.
Kruger P-52 Merlin : Small, agile, and with a sting in its tail. This snub fighter is fragile but difficult to hit.
Kruger P-72 Archimedes : The Archimedes delivers exceptional handling and boost capabilities in a beautifully designed package.
Anvil Aerospace
Day 7, November 23
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Looking to lend a helping hand? Anvil Aerospace's C8X Pisces is perfect for dipping your toes into the medical career, so get out there and rescue some poorly souls. Anvil's lineup on Day 6 of IAE can be found below:
Anvil Arrow : Featuring an ultra-aerodynamic frame and slight profile, it’s the most agile ship in its class.
Anvil Ballista : This self-propelled air defense system is capable of destruction on a massive scale.
Anvil C8R Pisces : With the addition of an onboard Tier 3 Medical Bed, the C8R Pisces can treat minor injuries and keep a patient stable while transporting them to the safety of a larger ship, station, or nearby medical facility, making it an invaluable asset for short-range search and rescue.
Anvil C8X Pisces : Ideal for inter-system travel or investigating tight spots inaccessible to larger ships, it’s a small ship ready for big adventures.
Anvil Carrack : Iconic multi-crew explorer ready for your next epic adventure.
Anvil Centurion : Built on Anvil’s popular Atlas Platform, the Centurion presents a tactical solution for short-range anti-aircraft engagement.
Anvil F7C Hornet : Tough and dependable, the F7C is a textbook multi-purpose medium fighter.
Anvil F7C Hornet Wildfire : Special-edition of the F7C Hornet with custom livery and a loadout geared to Arena Commander.
Anvil F7C-M Super Hornet : A two-seater medium fighter with a heavy loadout.
Anvil F7C-R Hornet Tracker : Sacrificing the turret for an advanced radar system, the Hornet Tracker seeks what’s hidden.
Anvil F7C-S Hornet Ghost : Stealthy, silent, deadly – the Ghost keeps a low profile.
Anvil Gladiator : A ruggedly built two-person dive bomber.
Anvil Hawk : The perfect ship for independent bounty hunters or local security.
Anvil Hurricane : A heavy fighter with an almost excessive loadout. Includes a turret that punches through shields and defenses.
Anvil Spartan : Ready for any battlefield, this vehicle gets troops there safely, quickly, and effectively.
Anvil Terrapin : Heavily armored ship with a sophisticated scanner. Ideal for recon and exploration.
Anvil Valkyrie : A heavily armed dropship perfect for full-crew expeditions.
MISC, Mirai
Day 8, November 24
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Enjoyed the ROC from Day 6 and you're looking for more rocks to break? Step up to a MISC Prospector on Day 8 of IAE and get crackin'! Both Mirai and MISC's lineup is available to try on Day 8:
Mirai Fury : Shatter the limits of performance with this next-generation snub fighter from Mirai featuring four halo-mounted size 2 laser repeaters, best-in-class maneuverability, and unprecedented integration of Xi’an tech.
Mirai Fury LX : The next-generation Fury LX racing ship from Mirai switches out the lithe ship’s offensive capabilities to make room for additional maneuvering thrusters perfect for getting across the finish line.
Mirai Fury MX : Featuring twenty halo-mounted missiles and best-in-class maneuverability, the Fury MX is poised to devastate targets and redefine short-range space combat.
MISC Freelancer : A multi-crew freighter with a turret and ordnance to deter those after its haul.
MISC Freelancer DUR : The Freelancer DUR specializes in exploration with improved scanner, jump drive, and fuel tanks.
MISC Freelancer MAX : The Freelancer MAX is for pilots who prize increased cargo capacity over everything else.
MISC Freelancer MIS : The Freelancer MIS is a limited-edition militarized variant of the classic merchant ship.
MISC Hull A : Where the others trade cargo capacity for firepower or speed, the Hull A is 100% on-mission transport.
MISC Hull C : Often called the most common ship in the galaxy, the Hull C cargo vessel is the most-produced of the range and is considered by many to be the most versatile.
MISC Prospector : A miner’s best friend, with a powerful laser and saddlebags to turn minerals to profit.
Mirai Razor : Cutting ahead of the competition, this sleek racer gives anyone a run for pole position.
Mirai Razor EX : Stealth-edition of the Razor outfitted with signature-reducing materials and low-draw components.
Mirai Razor LX : Special-edition of the Razor features reduced maneuverability and armament in exchange for extreme straight-line speed.
MISC Reliant Kore : A fusion of Xi’an and Human technology, this light freighter lets you haul cargo with a friend.
MISC Reliant Mako : Go where the news is and capture every moment with turret-mounted optics.
MISC Reliant Sen : The Reliant Sen is a versatile mobile science platform.
MISC Reliant Tana : An easy to maintain, versatile, lightweight fighter.
MISC Starfarer : The dedicated fuel refining platform from MISC.
MISC Starfarer Gemini : This military variant sacrifices fuel capacity for armor and a missile launcher.
Roberts Space Industries
Day 9, November 25
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Now that you've got some mined ore prepared, swing over to your nearest refinery station to melt down your ore into pricier refined commodities. And while you're at it, give a Constellation Taurus a whirl and take that cargo where its needed most (and for a tidy profit)! The Taurus and the rest of RSI's lineup are available to try on Day 9 of IAE:
RSI Aurora CL : The Aurora Clipper is an effective vessel for aspiring entrepreneurs and seasoned traders alike.
RSI Aurora ES: A descendant of the X-7, this is the ideal choice for new ship owners. Versatile and intuitive.
RSI Aurora LN : For combat-focused citizens. The Aurora LN comes with bigger shields and larger weapons that pack a punch.
RSI Aurora LX : The Aurora Deluxe adds luxury and comfort for long stretches into the deep.
RSI Aurora MR : A balance of function and performance, the Aurora MR comes with cargo capacity and guns to ensure freight gets there safely.
RSI Constellation Andromeda : A multi-crew freighter with a modular design, the RSI Andromeda is one of the most iconic ships in the verse.
RSI Constellation Aquila : Explore the stars and distant horizons. The uprated sensor suite and redesigned cockpit offer maximum visibility.
RSI Constellation Phoenix : A chariot of the gods, this converted luxury freighter is ideal for VIP transport.
RSI Constellation Taurus : Fully configurable but without all the bells-and-whistles, the Taurus is a great way to get started with crewed ships.
RSI Lynx : Tour the wildest corners of the ‘verse in safety, comfort, and style in the Lynx from RSI.
RSI Mantis : Stop ships dead in their tracks with RSI’s premier quantum enforcer.
RSI Scorpius : With an adaptable bi-wing configuration and revolutionary rail-mounted remote turret, the Scorpius offers unprecedented fire coverage, allowing for both defensive and assault-minded applications.
RSI Scorpius Antares : Redesigned to house a devastating EMP device and quantum jammer, the Antares shuts down enemy combatants, leaving them open to attack or boarding.
RSI Ursa : Rugged, durable, and tough, this is the rover of choice for extreme planetary exploration.
Best In Show
Day 10, November 26
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.In August, we held our annual Ship Showdown contest to uncover the community’s favorite flyable ship of 2023.
After a tense battle, the Drake Corsair took home the title, with the Drake Vulture, Aegis Redeemer, and Origin 600i finishing close behind.
To celebrate the final four ships, the Best in Show day lets you test-fly each finalist. Furthermore, those who have one (or more) of the four ships that made it to the Semi-Finals will get a free limited-edition ship livery!
Also, all previously available flyable ships will also be ready to test-fly via the rental kiosks.
Finale
Day 11-14, November 27-30
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.All previously available flyable ships will be ready to test-fly via the rental kiosks.
New Player Guide
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.As you take your first steps into the expansive Star Citizen universe, you might be wondering where to find your ship when you first log in. Fear not. The New Player Guide will provide you with anything you'll need to know.
Knowledge Base & Traveler's Guide
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Check out the Star Citizen knowledge base for any and all questions, as well as our Traveler's Guide where we guide you to the event convention center on microTech.
Pre-Flight Check
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Last but not least, we created a Welcome Back page to catch you up to speed with information about our last year of patch updates. Before you jump into your ship and start your engines, we recommend you familiarize yourself with the latest additions to the 'verse.
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Happy Monday, everyone!
Last Friday we wrapped up Pyro on the Preview Channel (for now), and we want to thank everyone who was able to take their first steps in the next chapter of Star Citizen. It was awesome to get to explore our second solar system alongside you, and the playtest gave us an immense amount of data, bug reports, and feedback from all of you to make Pyro even better. Now, we look ahead to upcoming patches, IAE, and of course, introducing some of our major technical pillars to the Preview Channel for testing very soon.
Speaking of IAE, the Intergalactic Aerospace Expo is upon us! The annual ship and vehicle showcase returns to New Babbage on microTech for 2953 to celebrate all things pilotable. Plus, you'll have an opportunity to take the full lineups of each vehicle manufacturer out for a spin each day of the show. Coverage of the show begins today with the event's Free Fly schedule. Head to the show floor at the Tobin Convention Center every day for a new selection to choose from!
Now, let's see what's going on this week:
Monday, we'll publish the Free Fly Schedule for IAE so you can start planning what ships to rent during the event.
This Tuesday, the Narrative Team has a new lore post titled Jerry: A History Half-Remembered. The Banu's lack of recorded history means Jerry, the Banu who first encountered Humanity, is now forget by their species. That leaves honoring their achievement squarely on the shoulders of Humanity.
Also on Tuesday, keep an eye out for our annual Intergalactic Aerospace Expo FAQ to help you make the most of the upcoming ship show.
This Wednesday, we'll have a Roadmap Update alongside a Roadmap Roundup.
Thursday, Inside Star Citizen is Part I of our traditional two weeks of IAE coverage, exploring the ships you expect and the ships you're sure to dissect.
Friday, Star Citizen Live continues our CitizenCon Q&A followups with the FPS and Flight teams, going live at 8 AM PST / 4 PM UTC. Keep an eye out for the Q&A threads on Spectrum and get your questions in before the broadcast! You will also receive our weekly Friday Newsletter in your inboxes.
May your heart be your guiding key,
Community Manager
The Weekly Community Content Schedule
MONDAY, NOVEMBER 13, 2023
- This Week in Star Citizen
- Intergalactic Aerospace Expo 2953 Free Fly Schedule
TUESDAY, NOVEMBER 14, 2023
- Lore Post - Jerry: A History Half-Remembered
- Intergalactic Aerospace Expo 2953 FAQ
WEDNESDAY, NOVEMBER 15, 2023
- Roadmap Roundup
- Roadmap Update
THURSDAY, NOVEMBER 16, 2023
- Inside Star Citizen (youtube.com/@RobertsSpaceInd)
FRIDAY, NOVEMBER 17, 2023
- Star Citizen Live - 8 AM PST / 4 PM UTC (Twitch.tv/StarCitizen)
- Weekly Newsletter
COMMUNITY MVP: November 13, 2023
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Pyro I Cinematic
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.TheToothFairy1 put together a gorgeous cinematic tour of each of Pyro's inner planets, so much so that it was hard to pick just one!
Check out the first of three videos on the Community Hub!
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STAR CITIZEN LIVE
Star Citizen Live returns this week with a follow up on the Navigating the Universe panel from CitizenCon 2953. Join members of the UI teams as they discuss maps, radar, accessibility, and more.
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INSIDE STAR CITIZEN
For the first time ever, we're inviting you to step backstage with us to get a glimpse of what it takes to produce the largest CitizenCon event in Star Citizen history!
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Squadron 42 Monthly Report
This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.
TO: SQUADRON 42 RECRUITS
SUBJ: DEVELOPMENT UPDATE 11:01:2023
REF: CIG UK, CIG DE, CIG LA, CIG TX
FAO Squadron 42 Recruits.
Welcome to October’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including updates to ship repair animations, a key combat sequence, and medical scenes.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Content)
In October, AI Content’s focus was on reviewing the functionalities showcased in the ‘I Held the Line’ video shown at CitizenCon, specifically the Stanton’s hangar, med-bay, and new gym area.
For the hangar, the team concentrated on the visual quality of the deck and utility crew animations. This involved fine-tuning their interactions as they go about their tasks, such as repairing and inspecting the Gladius. Moreover, AI Content incorporated responsive behaviors for NPCs on the hangar sidelines. These characters now dynamically react to the player's actions in the cockpit, significantly amplifying the immersive quality of the in-game environment.
In the med-bay, focus was on ensuring that animations transitioned smoothly and seamlessly. A new sat-up, sleeping patient was also added to the med-bed; the doctor periodically scans the patient to check their vital signs, which is part of the medical behavior system.
While not directly related to ‘I Held the Line,’ part of the team worked on a new gym area, setting up usable items like treadmills and dumbbells. NPCs will use the treadmills for running exercise and lift dumbbells for weight training. After these exercises, they will return to a seat to recover before continuing their activities.
AI (Features)
Last month, AI Features focused on gameplay functionality for a key combat encounter. The enemy now learns when the player exploits an attack pattern, damage rates were increased, and weapon cooldown was decreased to ramp up the challenge over the course of the fight. The collision-avoidance system was also implemented to allow the enemy to navigate around obstacles that the player can use in the fight.
The team then made balance changes to fight tactic TPS queries so that the different tactics (pusher, strafer, and defender) feel more distinctive.
They also continued to review cover usage, which generated numerous fixes for how NPCs find and move to cover, step out to fire, and exit, particularly when in defend areas.
AI Features are currently developing an all-encompassing test level for combat that will allow them to test all of their features together. There, they can add various parameters and select different enemies with varying combinations of traits. This new level will be used to test combat consistency across the PU and SQ42 and will provide a solid place to test improvements and bug fixes to AI combat and its related functionality. For example, ammo usage, mounted weapons, attack and defend areas, medics, accuracy, and stealth gameplay.
Animation
The team continued streamlining combat animations, working on the skill-level-one takedowns as well as interactable animations in the environment. They’re also working on the first-select animations for weapons and their malfunctions, continuing to capture animations where needed to complement scenes and locations, and working through the various facial animations for story performances and ambient dialogue.
Audio
Throughout October, Audio implemented and polished sounds for ‘I Held the Line’.
“Using our newly created multi-band compressor, we improved the weapon sound effects across all guns in Squadron. We also designed some more cinematic assets and provided Foley to key animations throughout the trailer.” Audio Team
Tech Sound Design spent time ensuring the tech-demonstration videos had the proper sounds and the desired synchronization and timings occurred. Vast improvements were also made to the team’s vehicle systems.
Audio Code generated new tech that will bring SQ42’s sounds to life and fixed any bugs that came to light.
The Dialogue team supported content polish for CitizenCon by fixing bugs and implementing the latest dialogue recordings. They also plugged in the breathing system to provide a more immersive experience.
Development of the Walla system continued too, which will help to create a lively experience as players explore the world. October’s work included a series of internal test recordings.
Engine
The majority of the Engine team’s work last month involved preparing for CitizenCon.
“All teams were hands on deck to deliver features and support other teams on work related to what we showed at CitizenCon. This is always an interesting time, as it is very stressful but also rewarding when everything comes together due to the focused effort.” Engine Team
The Core Engine team primarily worked on bug fixes for the live release, including some long-standing memory leaks on the live server.
The Physics team focused on delivering improvements to the Maelstrom destruction system and cloth and hair tech.
Lastly, the Entity System Tech team supported the Online team to deliver the Server Meshing demo while continuing to work on editor entity streaming.
Features (Gameplay)
Last month, Gameplay Features polished the new character customizer, working on skin texture and tone, freckles, blemishes, eyes, makeup, and much more.
On the new Starmap, the team worked to get the markers and labels working correctly on planets. This involved enabling the magnetic cursor to snap to icons, implementing the search box, and a variety of smaller improvements.
Work also began on a new SQ42-specific frontend, making it feel like an extension of the game world. It will feature a changing environment reflecting how far through the campaign players are and be populated with collected items.
They also added a sim-pod UI screen to allow players to select which simulation they want to play, seamlessly transition into it, and view ‘how did you do’ screens upon completion.
Gameplay Story
Much of Gameplay Story’s October involved focusing on reviewing new content seen during the ‘I Held the Line’ video. As part of this, they expanded their scenes with the hangar deck crew, adjusting idles and welding animations for the character on top of the Gladius and updating the ladder-climb animation to fix some clipping. They also added more idles to the deck-crew character in the cockpit and added the new mobiGlas effect to the refueling character.
In the med-bay, various bugs were fixed relating to handheld props, while additional interactions were added to the medical consoles.
Alongside this, Gameplay Story used some new mo-cap to extend their first scene in chapter one, created a long idle for an early group scene, and added some player-injured lines to the med-bay scenes.
Graphics & VFX Programming
For the Graphics, Planet Tech, and VFX Programming teams, the majority of October was spent touching up the many features demonstrated at CitizenCon, including the water simulation, global illumination, Maelstrom, fire, and rifle scopes.
The Vulkan sub-team continued tackling the remaining performance and stability issues.
Social Narrative team
In October, the Social Narrative team supported the preparation for ‘I Held the Line’, including the landing and take-off scenarios in the Idris' hangar.
“Landing is something we’ve been focusing on recently, including tactile deck-crew interactions with both your ship and your fellow wingman, Old Man.” Social Narrative Team
Work was done on the NPCs repairing the landed Gladius (featuring new welding animations), inspecting the cockpit, and refueling. These animations were layered on top of the systemic AI to move the hangar experience closer to the team’s overall expectations.
Away from ‘I Held the Line’, the team continued to focus on the Idris interstitials and Fortune's Cross location. For example, they revised a number of medical-room scenes. Previously, medical staff involved in a narrative scene wouldn’t reference the fact that the player could be injured. So, Gameplay Story provided Level Design with new content that addressed this issue, which involves the medical crew pausing at multiple points to tell players to head to the healing station if injured.
Narrative
The Narrative team spent time finalizing content captured last month to get initial animations and audio passes into the game so they could experience the moments in situ. They’ll continue to sync with the Design teams to review the levels as this content is implemented.
Meanwhile, Narrative continued their work completing the text requirements for the game. As mentioned in previous reports, this includes all the message exchanges that the player will receive (for both gameplay and social messaging), reviewing mission objectives, adding Galactapedia entries, and looking at other environmental content to help sell the story and feel of the various locations.
“On a personal note, it was tremendously exciting to meet all of you who came out to CitizenCon and hear your reactions to the update video.” Narrative Team
R&D
In October, time was dedicated to cloud-shaping improvements, which will allow the team to author more varied cloud content. For example, it is now easier to break up cloud fronts. The improvements also provide more flexibility in blending shape noise at height. As a result, the consistency of short vs. long-distance reads was improved and tiling from orbit is less noticeable. More improvements are planned, particularly with regards to improving details at cloud fringes.
The first iteration of ground fog was also made available to the content teams, which follows terrain up to a specified height per location and fully integrates into the atmosphere. As a result, it receives volumetric shadows from both clouds and terrain along with dampening direct and indirect light scattered through the atmosphere into the view ray.
Moreover, support was added to cast volumetric shadows from clouds into the atmosphere. This includes various optimizations to sample and evaluate volumetric cloud shadows. As a byproduct, volumetric cloud shadows now also update lazily to further reduce cost when the camera or sun isn't moving significantly. Cloud shadow quality at low sun angles was also improved by compressing the available space in the shadow map to allow for more details around the camera. Additionally, a few long-standing issues with cloud rendering have been fixed. For example, the ghost lines on clouds that were occasionally visible when looking at them and towards the virtual planet horizon were fixed, and the setup of LOD constants for cloud-shaping-related texture lookups was updated to avoid excessive blurring when rendering clouds at half resolution.
Lastly, work on ground fog resulted in various optimizations as well as a fix for subsample-sized holes in planet terrain height maps. These height maps are used for various purposes, such as building planet terrain shadows or spawning GPU particles on the ground. The latter was especially subject to those holes as they could cause infrequently erratic spawning of particles.
Looking forward, work on the new temporal cloud render mode will commence in November.
VFX
Last month, the VFX team continued working on several cutscenes alongside the Cinematics team. They also continued polishing effects for various locations, some of which were revealed at CitizenCon.
Several improvements were made to existing weapon and gadget effects, while dynamic fire effects were polished for Squadron 42 and a future Star Citizen patch release.
WE'LL SEE YOU NEXT MONTH...
// END TRANSMISSION
Squadron 42 Monthly Report: October 2023 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
Schon bald erhaltet ihr die Gelegenheit, das Weltraumspiel Star Citizen mehrere Tage lang kostenlos zu zocken. Diese Free Trial gehört zur Intergalactic Aerospace Expo 2953.
Star Citizen gratis zocken: Bald könnt ihr kostenlos ins Weltall!Schon bald erhaltet ihr die Gelegenheit, das Weltraumspiel Star Citizen mehrere Tage lang kostenlos zu zocken.www.pcgames.de -
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November 2023 Subscriber Promotions
Alpha 3.21 is live in the ‘verse, and what better way to tackle all-new missions than in an RSI icon? Whether you’re assaulting an underground facility or simply exploring planet-side, you can rely on the RSI Lynx to have your back.
And when things go awry, exclusive colorways of CureLife’s indispensable ParaMed pen will have you back in the action in no time.
ParaMed "Oxide" Medical Device
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Offering extremely accurate diagnostics and dosing, the ParaMed can treat more patients and offer longer relief with less risk of overdose.
Current Centurion-level Subscribers get the ParaMed "Oxide" Medical Device as part of their subscription.
ParaMed “Xanthic” Medical Device
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Offering extremely accurate diagnostics and dosing, the ParaMed can treat more patients and offer longer relief with less risk of overdose.
Current Imperator-level Subscribers get the “Oxide” and “Xanthic” ParaMed Medical Devices as part of their subscription.
ParaMed "Venule" Medical Device
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Offering extremely accurate diagnostics and dosing, the ParaMed can treat more patients and offer longer relief with less risk of overdose.
The ParaMed "Venule" Medical Device is available to all Subscribers to pledge for from the Subscriber-Exclusive Store.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.If you would like to receive this flair as part of a subscription, you can subscribe before November 14th, 2023, 20:00 UTC.
If you subscribe after November 14th, 2023, you can pick up these and previous months’ flair (going back to 2014) in the Subscriber-Exclusive Store. You can fill in any gaps in your collection and pick up extras to gift to non-Subscribers.
Earnable In-Game
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Our goal is to make most items earnable in-game. For this reason, many Subscriber Flair items have been added to the in-game loot table as rare drops from Alpha 3.17. Most pre-2023 items that can be carried by players are available now, with new and future flair being added after a three-month exclusivity window.
NOTE: Some exclusive digital event items, such as those from CitizenCon Goodies Packs, will not be discoverable via the in-game loot system.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.IN-GAME REWARDS (FLAIR)
Visit robertsspaceindustries.com/comm-link for details.
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Xē'suelen, hi everyone!
We've been thrilled to welcome you all to Pyro on the Preview Channel for the first time, and the teams are incredibly grateful for the staggering amount of positive feedback. We've kept a watchful eye on your experiences so far, both through our backend data and your collective comments, and we couldn't be more excited about the future of the 'verse! While there's only a few playtests left (for now), you can find our updated schedule here.
If you're looking for even more Pyro goodness, we recently released a Galactapedia update with details about the system; learn more about the company that discovered it and meet some of the people who live there.
While our eyes are still full of stars, you can now replay many of the presentations shared during CitizenCon 2953 on YouTube. We have prepared chapters and timestamps for you to easily navigate and scope out the content that interests you most. If you joined us in Los Angeles, you might have had your picture taken on our Drake Dragonfly; enjoy the photos from Saturday and Sunday.
Beyond the show, many development teams diverted their attention to the upcoming patch releases planned to close out the year. Have a look at our Star Citizen Monthly Report for all the latest updates on ships, locations, missions, and more coming soon and into 2024. Our Roadmap Roundup also offered an early look at what's coming in Star Citizen Alpha 3.22.
Now, let's see what's going on this week:
Monday. Save the date: Intergalactic Aerospace Expo 2953, the biggest ship show in the 'verse, is returning to microTech! Star Citizen will be free to play from November 17th to November 30th. Plus, your recent questions about RSI's latest ship found answers in our Q&A - RSI Zeus Mk II.
This Wednesday, the teams will post last week's Squadron 42 Monthly Report as a Comm-Link.
Thursday, a special edition of Inside Star Citizen looks behind the scenes of this year's CitizenCon in Los Angeles before returning to its regularly scheduled programming next week.
Friday, Star Citizen Live returns with the first of several weeks dedicated to Q&A follow-ups to this year's CitizenCon presentations. This week, presenters from 'Navigating the Universe' and 'Fix It and Fly It' will address your questions LIVE on http://twitch.tv/starcitizen at 8 am Pacific. You can now submit questions for Navigating the Universe, and Fix It & Fly It. You will also receive our weekly RSI Newsletter.
a.thl’ē’kol, see you soon,
Lénaïc "Nicou" Riédinger
Community Manager
The Weekly Community Content Schedule
MONDAY, NOVEMBER 6, 2023
- This Week in Star Citizen
- IAE 2953: Save the Date
- RSI Zeus Mk II Q&A
WEDNESDAY, NOVEMBER 8, 2023
- October 2023 SQ42 Report (Comm-Link)
THURSDAY, NOVEMBER 9, 2023
- Inside Star Citizen - CitizenCon 2953 Behind The Scenes (youtube.com/@RobertsSpaceInd)
FRIDAY, NOVEMBER 10, 2023
- Star Citizen Live - CitizenCon 2953 Q&A Follow-Ups (Twitch.tv/StarCitizen)
- Weekly Newsletter
COMMUNITY MVP: November 6, 2023
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Safe Haven
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Mojomonkey offered a visual guide through the central planets and stations of the Pyro system, with cinematic shots of each point of interest and soothing music throughout. A wonderful discovery video!
Watch the entire journey on the Community Hub!
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RSI Zeus Mk II
Anyone with even a passing knowledge of aerospace history will be familiar with the legendary Zeus and its undisputed role in Humanity’s conquest of the stars. Originally prototyped in the early 2100s as commercially viable transport utilizing a streamlined quantum drive, the ship had a rocky start when early test flights went publicly awry. Luckily, this would-be legacy was eclipsed by the subsequent efforts of Navy test pilot Michelle Saleno and her hand-picked squad, the original 999th Test Squadron, who worked with RSI to redesign the Zeus' hull before successfully completing a historic test flight in 2137.
The RSI Zeus Mk II is smaller than the Spirit but its cargo variant holds more than twice the cargo of the C1; more than the Mercury. Why would someone choose a C1 Spirit over the Zeus Mk II?
Firstly, the Zeus CL Cargo variant has 3xS2 shields; The 4x S2 shields are reserved for the ES Exploration model. We’ll be discussing this more in the near future, but due to the upcoming changes to components to support the Resource Network (as demonstrated in the Fix It And Fly It panel at CitizenCon), we’ll be doing a big rebalance of item numbers on numerous existing ships, so expect other ships to see their numbers changed.
Secondly, the Spirit is much more agile and has a higher top speed than the Zeus Mk II, favoring maneuverability and not getting hit over raw SCU-carrying capacity. During production, however, we’ve managed to get the C1 Spirit to hold 64 SCU versus the proposed 48 SCU.
What is the range of the QED, and is it a snare or a dampener?
It is just a quantum dampener, not a quantum enforcement device (which combines a snare and dampener). The range will be similar to the one found in the Aegis Vanguard Sentinel.
Are the EMP and quantum dampener pilot-controlled?
We are aiming to allow any seat to control the EMP and quantum dampener, though if this causes issues, we’ll restrict it to a subset. On the MR Security variant, the gunner and co-pilot will both have control of one of the remote turrets.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Is the Zeus Mk II CL able to travel through small jump points, making it the current largest cargo ship to do so?
Likely yes, though there are lots of changes coming regarding jump points and their size/restrictions, as the design has evolved significantly since it was first discussed. Expect more info on this as we get closer to Alpha 4.0.
Why do prisoner boxes need extra space? Is it possible to place them on a normal cargo grid?
Prisoner pods can be stored in cargo grids but take up a relatively large volume and items cannot be stacked on top of them.
The prisoner pod area in the MR allows them to be stored in a more efficient “meat rack” format, like the Drake Cutlass Blue, without compromising space.
Are there any escape pods?
The beds are designed as escape-pod beds and eject out the bottom of the ship. Sleep tight!
The room opposite the armory in the MR looks empty, what is its function?
This is a room for armor-and-suit lockers and storage; the angle of the interior shot just didn’t show this well.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.What is the Zeus's top speed?
As the ship is in active production, this value is ever changing, but it will be lower than the Spirit C1.
As the explorer variant will have more shields, will the bounty-hunter variant have significantly heavier armor to compensate?
That is the goal yes, trading shield power for armor to allow the MR to weather the target’s fire.
Does the Zeus have fuel recovery?
Yes, all Zeus variants have fuel intakes capable of generating hydrogen fuel.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Is the top remote turret pilot controlled?
Currently, the gunner seat will control the bottom turret on all versions and the co-pilot will control the top turret on the MR and the tractor beam on the CL.
What are the intended roles for each of the three crew members?
Regarding the bridge seats, one is a dedicated pilot seat and the others are co-pilot and gunner specifically. In terms of roles, we don’t want to lock players to set roles within ships, so whilst naturally one player would be flying the ship, the other two are free to assist in navigation, defense via turrets, offense via missile operator mode/emp/quantum dampening, or deal with engineering issues that arise.
Can the Zeus Mk II MR be equipped with red, blue, and white warning lights like the Drake Cutlass Blue to appear as a law-enforcement vehicle?
This isn’t currently planned, but we’ll see as we go through production.
Does the Zeus have an external docking collar?
There is indeed an airlock with our small metric docking collar, with a ground ladder access in the room to its right providing a second and third entrance to the ship respectively.
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PU Monthly Report
With Alpha 3.21 and CitizenCon us, many development teams diverted their attention to the upcoming patch releases closing out the year.
Read on for all the latest updates on ships, locations, missions, and more coming soon and into 2024.
AI (Features)
Last month, AI Features focused on bringing AI combat functionality from Squadron 42 to the PU for the Alpha 3.22 release. This involved introducing SQ42’s accuracy calculation, perception reactions, ammo management, hazard avoidance, medic behaviors, and combat tactics.
“We’re really looking forward to you getting your hands on the updated AI combat and providing us feedback on it!” AI Features Team
The team also ramped up bug fixing, which included improving firing validation to allow multiple “observable points”. This allows NPCs to fire at the player if they're behind chest-high cover. Before, they would only validate towards the aiming position but now extend to the first visible observable position that validates successfully.
Issues with AI not reloading in cover, medic AI not correctly aligning with characters when healing, and AI not shooting while strafing were also fixed along with a crash caused by navigation link raycasts.
A new structure for AI combat dialogue and wildlines was implemented, and the flow of first reactions before combat when standing in a usable was closed off. The team continued to polish the retargeted animations for Pyro’s female combatants and civilians too.
AI (Tech)
In October, the AI Tech team continued work on the boids system and Apollo Subsumption tool alongside optimizations and improvements for the wider PU, Pyro, and CitizenCon.
For the boids system, they began by fixing issues relating to spawning and unspawning and moving properties for agents. They then iterated on and improved the rules for flying groups and updated the separation rule for a better rapport between distance and strength in relation to other agents. Functionality for adjusting position during animation transitions was also added so that, for example, landing animations appear smoother. The logic for spawning agents on navigation mesh was updated too. The next step for boids is to iterate on death states and how they transition into ragdoll.
October saw the Apollo Subsumption tool receive numerous improvements alongside bug fixing. For example, new functionalities were implemented to allow conversion between conversation activity and secondary conversation activity. The team also updated the sorting functionality for variables to allow manual reordering and refactored variable data to use less memory.
Several AI systems were updated too: For collision avoidance, the team improved how they change collision resolution mode between NPCs standing, moving, and sitting in a vehicle. They also updated collision avoidance logic for cases when NPCs are part of a conversation so that, when computing nearby agents and obstacles, they can also account for conversation members and ignore them. They then updated collision avoidance parameters to give better results for cases like NPCs pushing a trolley and multiple NPCs in a conversation (either moving along a path or staying still).
On the behavior side, multiple improvements and integrations were completed for both ship AI and NPCs to add the same functionality from SQ42.
AI Tech also continued the process of adding navigation anchors to more of their systems, which allows them to be more efficient in calculating and keeping track of where a position is on the nav mesh. Last month, navigation anchors were added to the pathfinder (for requests) and the movement system component (to keep information about which navigation triangle an NPC is on).
Various bugs were also fixed throughout October, including with how cover locations are calculated based on the simplified cover path, as the team found a bug in the calculation that could have led to the creation of unnecessary cover and therefore excessive memory usage. They also fixed a scenario where planetary navigation mesh tiles were created and wrongly destroyed even though there were still NPCs around the area.
Animation
The Animation team spent the month delivering facial animations for combat AI, including female combatants, and various background characters. They also planned out the required actions for some new creatures.
Art (Characters)
In October, the Character Art team began work on a racing flightsuit and its helmet, started new creature models, and prepared for CitizenCon. Alongside this, the Character Concept Art team further explored ideas for fauna and medical outfits.
Art (Ships)
In October, the Crusader A1 and C1 Spirit both reached the end of final art, while an all-new ship reached final art, with its final reviews approaching soon.
Whitebox work for the RSI Polaris increased as more artists were freed up from other projects. Last month, the team focused on the habitation areas at the front of the ship, working their way back to ensure that everything is set up and ready for Design to make a pass. The exterior whitebox is nearly finished, with elements like turrets in progress.
The team also worked on changes to the Aegis Reclaimer to support structural salvage, including altering the claw and interior salvage stations.
A new variant mentioned in last month’s report continued through greybox, with all vehicle components being added. Once these geometry changes have been completed, it will receive a damage pass.
Finally, on the run-up to CitizenCon, the team completed a pass on the Crusader A2 Hercules to add relays for the Resource Network demo as well as creating the relay asset itself.
Community
October was CitizenCon month, with the team traveling to Los Angeles to lead all of the various initiatives surrounding the convention.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The team supported the community booths, volunteers, the ATMO Esports tournament, the cosplay contest, as well as overseeing the event itself. Additionally, they supported the launch of the Preview Channel, putting the Pyro system into the hands of players at home after the show had concluded.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.October also brought Day of the Vara, 2953’s Halloween equivalent. The team brought back the fan-favorite pumpkin-carving contest as well as a new video contest challenging the filmmakers in the community to create a one-minute horror machinima video within Star Citizen.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Lastly, the team assisted with the flyable launch of the Anvil F8C Lightning. Alongside the Live QA and Player Experience teams, Community launched the gold and platinum ticket events, where players engaged with developers for a chance to take home an F8C of their own.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Economy
In October, the Economy team continued balancing the profitability of commodities for Pyro and Stanton.
They also began reviewing and balancing the aUEC prices of vehicles, identifying various criteria to help inform how they should be priced to better reflect their current potential. Similarly, they started balancing the prices of armor using an algorithmic approach based on information pulled from live game data. Vehicle and armor price balancing feeds into the team’s goal to holistically balance effort vs. reward across the game and provide other teams with guidelines on how to price items in the future.
Economy also supported other teams on gameplay features, including the vehicle tractor beam, salvage contracts, and the profitability of loot found in vehicle wrecks.
Additional support was provided for various events, including CitizenCon, the Intergalactic Aerospace Expo (IAE), the F8C hunt, and Day of the Vara.
Engine
The majority of the Engine team’s work last month involved preparing for CitizenCon.
“All teams were hands on deck to deliver features and support other teams on work related to what we showed at CitizenCon. This is always an interesting time, as it is very stressful but also rewarding when everything comes together due to the focused effort.” Engine Team
The Core Engine team primarily worked on bug fixes for the live release, including some long-standing memory leaks on the live server.
The Physics team focused on delivering improvements to the Maelstrom destruction system and cloth and hair tech.
Lastly, the Entity System Tech team supported the Online team to deliver the Server Meshing demo while continuing to work on editor entity streaming.
Features (Arena Commander)
October saw the Arena Commander Feature team finishing support for Alpha 3.21. They also supported several things shown at CitizenCon and continued to polish various features.
The Engineering team primarily focused on the development of multi-crew gameplay and spawn locations, adding features such as locking and unlocking vehicles for spawning and seat selection within vehicles.
Another primary focus was on custom matches. The team connected the remaining service code to the game code and began adding the final hooks into the UI, utilizing the new custom lobby UI created by Design. They also created a new game mode featuring Master Modes and added various quality-of-life improvements and bug fixes for Alpha 3.22, including a rework of the friendly-fire system.
They also enabled the ‘award service’ in the PU, which was most recently used for the Anvil F8C hunt and 999th Test Squadron badge reward. Finally for engineering, work was completed on the solar-flare hazard, which was featured in the Pyro Playground at CitizenCon.
Design continued work on multi-crew gameplay and spawn locations alongside Engineering. They also created the custom lobby UI, made various improvements to existing UIs, and completed work on multiple new FPS and atmospheric flight locations.
Another pass over all of Star Citizen's vehicles was done, which involved hooking up seats and tags with the information needed to enable multi-crew gameplay. For example, they updated scoring to account for multi-crew and better-defined ship classes to include some that weren’t previously featured due to requiring a crew to work as intended.
A successful go/no-go was also achieved for various game modes and locations coming in Alpha 3.22.
Features (Gameplay)
Last month, the Features team made significant progress on Engineering gameplay, including the UI. They also progressed with structural salvage and are currently in the final phase of their vehicle tractor-beam work.
Features (Mission)
Mission Feature’s work on data heist intensified, with the mission making it past its third gate review and entering the QATR stage; QA are currently testing the mission alongside a dedicated designer who is fixing bugs as they’re found. The mission received its narrative pass too, so all the text is now complete, while various UI screens were brought up to the desired quality.
“An interesting addition has been new dialogue SFX, which the servers play to give players important feedback of their current cooling states.” Mission Features Team
Work continued on the Blockade Runner Global Event, with focus given to deciding which commodity is to be transported. Improvements were also made to the scenarios that occur when a player is interdicted during the event and important work on the event backend means it can now be scheduled better.
Mission Features worked alongside Economy to more accurately balance the cargo manifest seen in salvage, bounty, and assassination missions to ensure they don’t break the economy.
The steal and recover courier missions saw their first whitebox playthrough with the start-to-finish flow complete. The team are now switching to the polish stage and building variants.
The ship-trespass feature passed its go/no-go and was integrated for the next release. The team are currently investigating nonviolent means to remove trespassers from ships.
Mission Features continued their previously unrevealed work supporting Pyro, including new bombing-run and destroy-vehicle missions. These use a variant of the ‘DestroyItems’ module used in the destroy-drugs mission. The team also began setting up and implementing the SQ42 AI trait system shown at CitizenCon.
The updated Siege of Orison Global Event and New Babbage’s New Player Experience are currently going through the QATR and final-polish stages. Designs for future content also progressed.
Features (Vehicle)
In October, the Vehicle Gameplay team focused on bug fixing and quality-of-life improvements for Alpha 3.21 and CitizenCon.
They also improved the handling of ground vehicles across different terrains to make them more predictable and tweaked various other ship systems to improve gameplay balance. A tuning pass began for various upcoming ships and vehicles too.
Graphics, VFX Programming & Planet Tech
For the Graphics, Planet Tech, and VFX Programming teams, the majority of October was spent polishing the many features demonstrated at CitizenCon, including the water simulation, global illumination, Maelstrom, fire, and rifle scopes.
The Vulkan sub-team continued tackling the remaining performance and stability issues, which all need to be addressed before a public beta test can be considered.
Interactables
Last month, the Interactables team worked towards CitizenCon, producing assets included in the Digital Goodies Pack.
They also supported the new underground facilities, pushing the boundaries to create new and interesting props, and worked towards Pyro, helping to close out areas for dressing in multiple locations.
Lighting
Alongside CitizenCon, the Lighting team worked to close out multiple locations across Pyro.
Live Tools
The Live Tools team worked on new features in support of CitizenCon and the Server Meshing demo. Tasks also began to improve the usability of tools within the Network Operation Center; this is progressing well and new modules are currently being designed for future implementation.
Locations (EU)
Last month, the Locations team progressed with Pyro’s rundown stations, and added improvements to New Babbage.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Sandbox team continued to work on Pyro’s settlements and the new underground facilities. Alongside this, the Organics team worked on planets and some smaller features for Pyro.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Narrative
October saw a flurry of activity for the Narrative team as they worked towards finalizing content for CitizenCon. While Narrative didn’t have a presentation at this year’s show, they supported other teams and worked hard to get content polished and ready for the Pyro showcase, which featured numerous new missions from brand-new factions.
The Narrative Design team spent time polishing AI behaviors in the system to ensure its NPC population has the right look and feel. Additionally, they joined in on internal Pyro playtests, where they helped spot and address last-minute bug fixes. The team also supported the release of Alpha 3.21 with new missions, items, and locations.
Looking ahead, Narrative dedicated time to future improvements, such as evaluating how to improve the stability of the game’s various mission givers, as well as long-term planning of additional future content with more narrative focus.
Last month also saw the release of a Whitley’s Guide on the 600i, a Portfolio on the Unification Wars, an updated Galactic Guide for the Pyro system, and a host of new Galactapedia entries.
R&D
In October, time was dedicated to cloud-shaping improvements for use in Alpha 3.21 and beyond, which will allow the team to author more varied cloud content. For example, it is now easier to break up cloud fronts. The improvements also provide more flexibility in blending shape noise at height. As a result, the consistency of short vs. long-distance reads was improved and tiling from orbit is less noticeable. More improvements are planned, particularly with regards to improving details at cloud fringes.
The first iteration of ground fog was also made available to the content teams, which follows terrain up to a specified height per location and fully integrates into the atmosphere. As a result, it receives volumetric shadows from both clouds and terrain along with dampening direct and indirect light scattered through the atmosphere into the view ray.
Moreover, support was added to cast volumetric shadows from clouds into the atmosphere. This includes various optimizations to sample and evaluate volumetric cloud shadows. As a byproduct, volumetric cloud shadows now also update lazily to further reduce cost when the camera or sun isn't moving significantly. Cloud shadow quality at low sun angles was also improved by compressing the available space in the shadow map to allow for more details around the camera. Additionally, a few long-standing issues with cloud rendering have been fixed. For example, the ghost lines on clouds that were occasionally visible when looking at them and towards the virtual planet horizon were fixed, and the setup of LOD constants for cloud-shaping-related texture lookups was updated to avoid excessive blurring when rendering clouds at half resolution.
Lastly, work on ground fog resulted in various optimizations as well as a fix for subsample-sized holes in planet terrain height maps. These height maps are used for various purposes, such as building planet terrain shadows or spawning GPU particles on the ground. The latter was especially subject to those holes as they could cause infrequently erratic spawning of particles.
Looking forward, work on the new temporal cloud render mode will commence in November.
VFX
Last month, the VFX team completed their work on Pyro in preparation for Pyro transitioning into player hands.
They also worked on the all-new water simulation and effects alongside the Graphics team and provided VFX support for various other teams' CitizenCon presentations.
Star Citizen Monthly Report: October 2023 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
Happy Wednesday, everyone!
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for November 1, 2023
Progress Tracker
The following deliverables, previously marked Unannounced, have been revealed on Progress Tracker:
Drake Cutter Scout
Building, balancing, and implementing Drake Interplanetary's reconnaissance ship, the Cutter Scout, into the game.
RSI Zeus MkII
Building, balancing, and implementing RSI's small multicrew ship, the Zeus MkII, into the game.
Release View
The following card has been added to the 3.21 column on Release View, targeting a 3.21.1 release:
New Missions - Data Heist
Implementing missions that task players with infiltrating locations (often held by NPCs), reaching data stores, and setting data to upload to offsite handlers.
The following cards have been added to Release View, targeting a release in Q4 in Alpha 3.22.
Player Hair Update
Updating the Star Citizen character customizer with 20 hairstyles from Squadron 42. This includes long hair, tied hair, and updates to existing short hairstyles.
Salvage - Structural
Implementing the ability to transform large chunks of metal salvaged from ships into a refinable material. This will use the grinder systems aboard salvage ships like the Vulture and Reclaimer.
Inventory - Cargo Containers
The feature will allow players to store items and smaller cargo containers in larger cargo containers.
Aopoa San'tok.yāi
Building, balancing, and implementing Aopoa's medium fighter, the San'tok.yāi, into the game.
Origin X1
Building, implementing, and balancing Origin's hover bike, the X1, as a flight-ready vehicle.
Origin X1 Velocity
Building, implementing, and balancing Origin's racing bike, the X1 Velocity, as a flight-ready vehicle.
Origin X1 Force
Building, implementing, and balancing Origin's pathfinder bike, the X1, as a flight-ready vehicle.
That's all for this week! Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
Roadmap Roundup - November 1, 2023 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
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Check out these photos from the life-sized Drake Dragonfly at CitizenCon 2953!
Visit robertsspaceindustries.com/comm-link for more.
CitizenCon 2953 Dragonfly Photos - Saturday - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
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Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.CitizenCon 2953 Dragonfly Photos - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com
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Galactapedia Update October 2023
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.THE ARK, TAYAC SYSTEM
Welcome to this month’s Galactapedia update roundup. This month, we visit the Pyro system, learn about the company that discovered it, and meet some of the people who live there. Join the Spectrum thread for any discussion or feedback.
Full-Length Article:
- Pyro system – The volatile heart of piracy.
Short Articles:
- Pyro I – A high-pressure environment.
- Monox – Breathe at your own risk.
- Akiro cluster – A dense pack of asteroids.
- Bloom – Not as verdant as the name suggests.
- Pyro IV – Something between a planet and a moon.
- Pyro V – A green gas giant.
- Ignis – Dotted with dry riverbeds.
- Vatra – Supports a nitrogen-methane ecosystem.
- Adir – Crusted with craters.
- Fairo – A seismic hotbed.
- Fuego – A yellow and black moon.
- Vuur – Hosts carbon-rich plant life.
- Terminus – The classic launchpoint of strikes on Ruin Station.
- Ruin Station – Hotly-contested crown jewel of Pyro.
- Pyrotechnic Amalgamated – Famously discovered the Pyro system, then went out of business.
- Citizens for Pyro – Law-abiding citizens with their eyes on the Pyro system.
- Fire Rats – Fanatic followers of Pyro’s sun.
- Headhunters – Consider themselves old-school criminals.
- Rough & Ready – Always ready to refuel your ship (or else).
- Checkmate Station – Home of Rough & Ready.
NOTE: There will be no images this month due to an ongoing issue. Once it’s fixed, images will be added.
Galactapedia October 2023 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
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Happy Monday, everyone!
We want to take a moment to once again thank everyone for making CitizenCon 2953 truly special. The reactions are still coming in, and we couldn't be more proud of what we've built together. Between connecting with you all at the event, and the tidal wave of positivity coming out of it, our batteries are fully charged and ready to rock. We're sure you've felt the electric post-show energy, which we're feeling internally at the studios too. While we're all smiles and celebrating, we're focused and more determined than ever to deliver the exciting features and content you saw last weekend.
In case you missed the announcement at CitizenCon, this Tuesday we're opening the Preview Channel: a new channel where we will deploy and test new underlying technology in an isolated environment to protect the reliability and playability of the live servers. To debut the Preview Channel, select pilots should prepare for their first expedition to Pyro, starting tomorrow.
Lastly, tomorrow is the last day to submit for the 60 Seconds of Horror Machinima Contest! Your submissions have been amazing so far, so if you've got one cooking, make sure to submit it on the Community Hub or TikTok by 11:59 PM Pacific on October 31 for a chance to win some ghoulish gifts!
Now, let's see what's going on this week:
Tuesday we'll be opening the first Preview Channel servers, and many of you will be able to step into the Pyro system for the first time! Head over to Spectrum for the schedule and additional details, as the Preview Channel differs from our usual PTU process.
Wednesday we'll have the latest Roadmap Updates (with a Roadmap Roundup) alongside October's Monthly Reports for both Star Citizen and Squadron 42.
Inside Star Citizen and Star Citizen Live will return next week! In the meantime, we're aiming to upload the rest of CitizenCon's panels and presentations throughout the rest of this week.
Saturday, the Scarlet Apex 2953 racing championships are kicking things off! Make sure to tune in to twitch.tv/ANZIARacing at 1 PM UTC so you don't miss all the action!
May your heart be your guiding key,
Community Manager
The Weekly Community Content Schedule
MONDAY, OCTOBER 30, 2023
- This Week in Star Citizen
TUESDAY, OCTOBER 31, 2023
- Preview Channel - Pyro System Opens
WEDNESDAY, NOVEMBER 1, 2023
- Roadmap Update
- Roadmap Roundup
- October 2023 Star Citizen Monthly Report
- October 2023 Squadron 42 Monthly Report (via newsletter)
SATURDAY, NOVEMBER 4, 2023
- Scarlet Apex 2953 Race Finals (twitch.tv/ANZIARacing)
COMMUNITY MVP: October 30, 2023
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Crusader's A1 Spirit Cinematic
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We've been seeing Crusader's latest flying around Stanton over the last week and we can't get enough. MiniIsHere made a 2 minute tour of the A1 Spirit, and I've gotta say I'm not hating the music choice!
Check out the video on the Community Hub!
This Week in Star Citizen - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Jump Point Now Available!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Attention, Subscribers: Welcome to the October issue of Jump Point! This issue takes a look back at this year’s CitizenCon and some of the amazing content that was shared. We went to Pyro, joined the ranks of Squadron 42, caught up with the RSI Polaris, saw the future of Human hygiene, met new gangs, glimpsed the lesser-spotted stormwhal, rethought our inner thoughts, jousted and disengaged, and much, much more.
Interested in becoming a Subscriber? Learn more on the Pledge Store now.
Jump Point Now Available! - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com